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Playing the online word-of-mouth system

datacite.subject.fosCiências Sociais::Economia e Gestãopt_PT
dc.contributor.advisorSantos, Carlos Daniel
dc.contributor.authorFernandes, José Guilherme Coelho
dc.date.accessioned2017-12-14T19:17:15Z
dc.date.available2017-12-14T19:17:15Z
dc.date.issued2017-06-07
dc.description.abstractThe video game market is one of the most important in the entertainment industry and is intrinsically tied to the online world. This work project evaluates the causal relationship between online user reviews of video games and their number of owners, via a kernel propensity score matching difference-in-differences regression. It concludes that no causal relationship can be established because the average treatment effect is statistically non-significant. Robustness checks are conducted, changing the time period analysed and the definition of the treatment variable, and the results remain unchanged. Policy implications for video game companies are discussed, incentivising better brand power management.pt_PT
dc.identifier.tid201752565pt_PT
dc.identifier.urihttp://hdl.handle.net/10362/26849
dc.language.isoengpt_PT
dc.subjectOnline user reviewspt_PT
dc.subjectWord-of-mouthpt_PT
dc.subjectDifference-in-differencespt_PT
dc.subjectPropensity score matchingpt_PT
dc.titlePlaying the online word-of-mouth systempt_PT
dc.typemaster thesis
dspace.entity.typePublication
rcaap.rightsopenAccesspt_PT
rcaap.typemasterThesispt_PT
thesis.degree.nameA Work Project, presented as part of the requirements for the Award of a Masters Degree in Economics from the NOVA – School of Business and Economicspt_PT

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